Tempest - Support Healer

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.

Usage

Spray a jet of water at your foe that splashes to heals nearby allies.

Damage: 73

Healing: 372

Number of Targets: 5

Radius: 180

Range: 1,200

close to the boss as much as possible.

Use your shouts for pushing some additional heal when needed, as well as holding regeneration and vigor up all the time.

Use

Geyser

¾

20

Geyser

Create a geyser to heal nearby allies.

Healing: 2,424

Number of Targets: 5

Duration: 2 seconds

Radius: 180

Combo Field: Water

Range: 1,200

and on your tank or people who stay far away from you for additional healing. Remember that it revives allies, so save it if you expect someone to go down soon.

For AoE healing on everyone use

Healing Rain

1½

45

Healing Rain

Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.

3Regen (4s): 1,560 Heal

Conditions Removed: 1

Number of Targets: 5

Pulses: 3

Duration: 6 seconds

Radius: 360

Combo Field: Water

Range: 1,200

on the groups of people (for healing trough finishers) and use

Overload Water

4

20

Overload Water

Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.

Healing: 392

Final Healing: 2,132

Regeneration (8s): 1,040 Heal

Conditions Removed per Pulse: 1

Water Attunement Recharge: 20 seconds

Interval: 1 second

Radius: 360

for big burst heals on everyone. Both of them give a lot of condition remove as well.

Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.

for additional cripple and immobilize, including protection for your party.

You can also use

Frozen Ground

40

Frozen Ground

Coat the target area in ice, chilling foes that enter it.

Chilled (2s): -66% Movement Speed, -66% Skill Recharge Rate

Number of Targets: 5

Duration: 5 seconds

Radius: 240

Combo Field: Ice

Range: 1,200

Unblockable

, but watch out for your own water fields there.

Additional information for Deimos kiting:

Use

for more self sustain.

Keep using

Water Blast

¾

Water Blast

Spray a jet of water at your foe that splashes to heals nearby allies.

Damage: 73

Healing: 372

Number of Targets: 5

Radius: 180

Range: 1,200

on the ground under you for healing yourself.

Benefit from

for additional safety, specially on challenge mode.

You can use

Mist Form

75

Mist Form

Cantrip. Morph into an invulnerable, vaporous mist for a brief time.

Movement Speed Increase: 66%

Duration: 3 seconds

Prevents Capture-Point Contribution

Breaks stun

for avoiding the round smash of Deimos, if you use a tactic, where you are sometimes close to him and can not handle it.

For challenge mode: Rotate between

"Rebound!"

¼

75

"Rebound!"

Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.

Healing: 2,131

Fire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).

Frost Aura (5s): -10% Incoming Damage

Shocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).

Magnetic Aura (5s): Reflect projectiles with magnetic energy.

Rebound (5s): Ignore the next lethal blow and receive healing

Number of Allied Targets: 5

Radius: 600

and

Arcane Shield

75

Arcane Shield

Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes for critical damage.

Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.

2Damage: 888

Magnetic Aura (5s): Reflect projectiles with magnetic energy.

Crippled (6s): -50% Movement Speed

Immobilize (2s): Unable to move.

Number of Targets: 5

Blast Radius: 240

Combo Finisher: Blast

Range: 600

) for surviving the one-shot-mechanic. You will get a lot of damage from a debuff additional to the other mechanics afterwards, so do not hesitate to ask the other healers for additional burst healing support after you used

"Rebound!"

¼

75

"Rebound!"

Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.

Healing: 2,131

Fire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).

Frost Aura (5s): -10% Incoming Damage

Shocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).

Magnetic Aura (5s): Reflect projectiles with magnetic energy.

Rebound (5s): Ignore the next lethal blow and receive healing

Number of Allied Targets: 5

Radius: 600

, since you will be low-life then. Save some of your own healing cooldowns for that as well. Further protection from the stone spirits of the druids might be also helpful.

The build is powerfull AS A HEALER indeed, but with the arrival of PoF I started to use this same build Marshal stats to add a damage capability the reduction in healing is minor , the sustain of the build will shift from stats to your own heals and the healthpool will drop considerably. However you gain basic power and a minor amount of precision and condition dmg allowing short swaps to other attunements at low pressure moments, the acces to the basic healing, the 10 second of lingering heals through sopothing mists and the acces to the shouts make burst heals possible if needed.

This said this build is still formidable and will suit to fill any main healer spot in raids.

Excellent sustained and burst healing as well as condition cleanse and AoE revive options make this one of the best healing options available for weaker groups, however almost non-existent damage/breakbar capabilities and a complete lack of offensive support makes this build a rare sight on many encounters.

It has insane healing per second and some decent burst healing. Additionally the range at which this build works is quite a fair bit bigger than druids, so it's easier to help allies at a distance. It loses a lot of damage obviously, but it's a great build when you need something to make things easier rather than strictly faster.

Strong focus on Heal over Time (2000 per second without quickness and cooldown usage) with some pretty strong burst heals as well as an "Oh-shit-button". All of that has a higher range than druid, but you loose some DPS compared to druids in your setup.

All in all very good build for save kills and pretty usefull on some hardmodes, where you need constant healing with a high range or a kiter.

A build that i use since the beginning of HoT and Raid. He is not for DPS, he is there for Heal and he does the job very well. The raid hp above 90% all time, faster and easy to use. In McM is good too. You don't make DPS but you keep your companion alive. If you want break stun and boost speed, use "Eye of the storm". "Flash-Freeze" and "Aftershock" is good with the Vale Guardian to keep the seekers away for the green Aoe. I repeat, this build is not for DPS but is very well to keep the raid hp above 90% and being the only heal . Try it.

A valid build to keep raid hp above 90% all time. Less stress and good for carrying people into raid also good for static raid. The Soothing Mist + Autoattack all the time makes the group stacking at the boss ignoring as much damage as the cant and aura give more and more heal + defenses. Auramancer Dagger/Warhorn has very short healing range make it a bad build for Vale Guardian for example but Staff healing has very long range and huge aoe healing makes it the best for almost every raid available.